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redefiend properties so that min/max are prioritized, as they are accessed more frequently than pos/size during rendering calculations. also introduced miscellaneous functions to improve usability.
164 lines
5.1 KiB
C++
164 lines
5.1 KiB
C++
/*
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* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_GL_TESSELLATOR_H_
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#define _TVG_GL_TESSELLATOR_H_
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#include <cstdint>
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#include "tvgGlCommon.h"
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namespace tvg
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{
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class ObjectHeap;
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struct Vertex;
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struct Edge;
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struct Polygon;
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struct MonotonePolygon;
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struct VertexList;
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struct ActiveEdgeList;
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struct RenderShape;
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class Tessellator final
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{
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public:
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Tessellator(GlGeometryBuffer* buffer);
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~Tessellator();
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void tessellate(const Array<const RenderShape*> &shapes);
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private:
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void visitShape(const RenderPath& path);
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void buildMesh();
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void mergeVertices();
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bool simplifyMesh();
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bool tessMesh();
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bool matchFillRule(int32_t winding);
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Edge *makeEdge(Vertex* p1, Vertex* p2);
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bool checkIntersection(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
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bool splitEdge(Edge* edge, Vertex* v, ActiveEdgeList* ael, Vertex** current);
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bool intersectPairEdge(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
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Polygon *makePoly(Vertex* v, int32_t winding);
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void emitPoly(MonotonePolygon* poly);
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void emitTriangle(Vertex* p1, Vertex* p2, Vertex* p3);
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FillRule fillRule = FillRule::NonZero;
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ObjectHeap* pHeap;
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Array<VertexList*> outlines;
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VertexList* pMesh;
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Polygon* pPolygon;
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GlGeometryBuffer* buffer;
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};
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class Stroker
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{
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struct State
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{
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Point firstPt;
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Point firstPtDir;
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Point prevPt;
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Point prevPtDir;
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};
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public:
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Stroker(GlGeometryBuffer* buffer, const Matrix& matrix);
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~Stroker() = default;
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void stroke(const RenderShape *rshape, const RenderPath& path);
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RenderRegion bounds() const;
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private:
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void doStroke(const RenderPath& path);
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void doDashStroke(const RenderPath& path, const float* patterns, uint32_t patternCnt, float offset, float length);
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float strokeRadius() const
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{
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return mStrokeWidth * 0.5f;
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}
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void strokeCap();
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void strokeLineTo(const Point& curr);
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void strokeCubicTo(const Point& cnt1, const Point& cnt2, const Point& end);
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void strokeClose();
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void strokeJoin(const Point& dir);
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void strokeRound(const Point& prev, const Point& curr, const Point& center);
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void strokeMiter(const Point& prev, const Point& curr, const Point& center);
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void strokeBevel(const Point& prev, const Point& curr, const Point& center);
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void strokeSquare(const Point& p, const Point& outDir);
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void strokeSquarePoint(const Point& p);
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void strokeRound(const Point& p, const Point& outDir);
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void strokeRoundPoint(const Point& p);
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GlGeometryBuffer* mBuffer;
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Matrix mMatrix;
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float mStrokeWidth = MIN_GL_STROKE_WIDTH;
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float mMiterLimit = 4.f;
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StrokeCap mStrokeCap = StrokeCap::Square;
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StrokeJoin mStrokeJoin = StrokeJoin::Bevel;
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State mStrokeState = {};
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Point mLeftTop = {0.0f, 0.0f};
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Point mRightBottom = {0.0f, 0.0f};
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};
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class DashStroke
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{
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public:
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DashStroke(Array<PathCommand>* cmds, Array<Point>* pts, const float* patterns, uint32_t patternCnt, float offset, float length);
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void doStroke(const RenderPath& path);
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private:
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void dashLineTo(const Point& pt);
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void dashCubicTo(const Point& pt1, const Point& pt2, const Point& pt3);
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void moveTo(const Point& pt);
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void lineTo(const Point& pt);
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void cubicTo(const Point& pt1, const Point& pt2, const Point& pt3);
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Array<PathCommand>* mCmds;
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Array<Point>* mPts;
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const float* mDashPattern;
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uint32_t mDashCount;
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float mDashOffset;
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float mDashLength;
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float mCurrLen = 0.0f;
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int32_t mCurrIdx = 0;
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bool mCurOpGap = false;
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bool mMove = true;
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Point mPtStart = {};
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Point mPtCur = {};
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};
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class BWTessellator
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{
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public:
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BWTessellator(GlGeometryBuffer* buffer);
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~BWTessellator() = default;
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void tessellate(const RenderPath& path, const Matrix& matrix);
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RenderRegion bounds() const;
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private:
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uint32_t pushVertex(float x, float y);
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void pushTriangle(uint32_t a, uint32_t b, uint32_t c);
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GlGeometryBuffer* mBuffer;
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BBox bbox = {};
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};
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} // namespace tvg
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#endif /* _TVG_GL_TESSELLATOR_H_ */
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